A Rawbytes game · In development

Run your own fantasy inn

Grow ingredients, cook hearty meals, serve travellers from every corner of the realm, and turn a small tavern into a legendary destination. Alone or with friends.

Actively in development for PC
A cosy fantasy inn beneath the moon
Where every great adventure begins
Life at the inn

There is always something to do

Organise the work, look after your resources, and make sure every guest leaves with a story worth telling.

🍲

Cook and serve

Prepare ingredients, discover recipes, and deliver every order before your guests lose their patience.

🌱

Grow and gather

Plant your own crops, collect water, chop wood, and care for the animals around the inn.

🧝

Meet your guests

Humans, elves, dwarves, and orcs arrive with their own tastes... and they do not always get along.

🎮

Co-op for up to 4

Divide the work and coordinate the kitchen, bar, garden, and dining room in shared games.

Better together

An inn built together

Inn Simulator is being built as a cooperative experience from day one. The world, economy, and inventory are shared; every player decides how to help the business thrive.

  • Choose from four fantasy characters.
  • Combine simultaneous jobs inside and outside the inn.
  • Play solo or open your game to friends.
From development

Screenshots and videos

This space will grow with development updates, new screenshots, and gameplay videos.

First gameplay look Cooperative test from an alpha build · 4 players
📷The inn
📷The garden
Development history

Changes by version

A concise summary of the key milestones in the builds published so far.

Alpha 0.1.4 · August 17, 2026 Current version

The inn comes alive

A major visual and audio update that establishes Inn Sim's new identity and makes character tuning configurable during development.

  • The inn, garden, furniture, and kitchen receive a more detailed top-down art direction.
  • The four playable characters receive new directional idle and walking sprites.
  • Each character's animation timing, size, and movement speed can be hot-reloaded without depending on FPS.
  • New menu, day, night, bard, and brawl tracks arrive alongside sound-menu improvements.
Alpha 0.1.3 · August 4, 2026

Bundled map fix

A rendering and distribution fix so the downloadable build preserves the map visual layout.

  • Wall and object configuration is now included in the Windows package.
  • Stoves, prep counters, and distillers always render as part of the base map.
  • The kitchen rear shelf remains removed without affecting the rest of the equipment.
Alpha 0.1.2 · August 3, 2026

The inn's new look

A visual and tooling update that lays the groundwork for a far more detailed inn while keeping the top-down gameplay readable.

  • Floors, facades, exterior stone walls, transparent windows, trees, and furniture now share a unified art direction.
  • Tables, kitchen, stoves, prep counters, distillers, and the bar are visually reorganized for clearer play.
  • The development map supports hot-reloaded per-coordinate, layer, size, rotation, and offset adjustments for walls, windows, and objects.
  • The shield, kitchen, counter, distillers, and doors can be layered as visual objects without breaking collisions or interactions.
  • Rawbytes loading screen, startup version checks, and improved local profile persistence are added.
Alpha 0.1.1 · July 20, 2026

Kitchen menu fix

A focused bug-fix update that keeps cooking recipes easy to browse and select as the recipe book grows.

  • The cooking grid shows four visible rows and no longer overlaps the ingredient panel.
  • The mouse wheel scrolls recipes, while WASD and arrow keys keep the selection on screen.
  • Clicks respect the visible row, with a compact counter showing the current recipe range.
  • Shared storage can be opened from up to two tiles away.
Alpha 0.1.0 · July 19, 2026

Progression, fishing, and a much more cooperative inn

The largest alpha update so far: shared progression, fishing, full persistence, shared storage, and a reorganized interface for teams of up to four players.

Progression and economy

  • Every served order grants 10 group EXP. There are 20 levels and the cost doubles at each level-up.
  • On level-up, every player receives points for Culinary Master, Landowner, or Warrior Path.
  • Tester mode for solo games, with enough gold and talent points to explore content without a long session.
  • Chickens, pigs, sheep, and cows can produce one offspring at season end when there is room.

Lake, fishing, and cooking

  • The garden now extends westward with a lake and three unlockable fishing rod tiers.
  • Trout, anchovies, cod, hake, salmon, and sea bass are added with catches weighted by rod tier.
  • Six new recipes: grilled trout, anchovy toast, cod stew, hake with vegetables, roasted salmon, and roasted sea bass.
  • The prep counter and distiller support quantity selection and chained work without reopening the menu.

Co-op and saving

  • The host saves the world, crops, animals, customers, broken tables, tavern state, calendar, upgrades, backpacks, storage, and talents.
  • Periodic autosaves run in solo games and for the multiplayer host.
  • New shared storage transfers one item or an entire stack between a backpack and the chest.
  • Guest snapshots and reconnection are strengthened; camera, menus, and backpack remain local per player.
  • AFK disconnections have a generous grace period, and the host can remove an absent player to free a slot.

Inventory and interface

  • Tab opens a three-column sheet: character and prepared equipment, scrollable backpack, and talents.
  • Cooking, vendor, delivery, and storage share icon grids and consistent mouse and keyboard controls.
  • Visual polish for seeds, progress, text, bars, and panels prevents common overlaps.
  • Tier-two and tier-three water buckets reduce well trips, while automatic irrigation remains an important upgrade.
  • Day/night filters, customer paths, and outdoor table seating were corrected.

Inn and garden

  • More prepared rooms, a reorganized kitchen and bar, and storage moved inside the inn.
  • A square outdoor terrace sits beneath the right-hand door, with customer routes and seats adjusted.
  • Four crop areas are organized beside the paths, with trees and livestock repositioned to keep routes clear.
  • New map, network, save, fishing, talent, and interface tests support the added systems.
Alpha 0.0.6 · July 14, 2026

Spanish tavern cooking and expanded production

An update that deepens the farming, cooking, and service loop with new ingredients and dishes.

  • Farmable wheat, dough, bread, and apple pie prepared from scratch.
  • Chorizo, ham, and black pudding from pigs, plus pizzas, omelettes, burgers, and sandwiches.
  • The bard returns to the classic pixel-art style while alternate visual variants are kept in the project.
Alpha 0.0.5 · July 13, 2026

A sturdier economy and co-op loop

An iteration focused on keeping the inn enjoyable after a group has mastered the basic loop.

  • Livestock sacrifice, lamb and beef, and new tier-two recipes.
  • Faster seasons and rebalanced animal economy.
  • Improvements for rejoining co-op rooms and avoiding inactivity locks.
Alpha 0.0.4 · July 13, 2026

More work to share around the inn

Daily management gains tools that let the garden, kitchen, and hall work better as a team.

  • Shared storage for transferring resources between players.
  • Unlockable automatic irrigation and batch ingredient preparation.
  • Expanded animal pens to buy more livestock as demand grows.
Alpha 0.0.3 · July 13, 2026

Saving, atmosphere, and multiplayer

The first build designed for longer sessions and meaningful co-op testing.

  • Full saves and autosaves for the inn state.
  • Public and private rooms, player backpacks, and shared storage.
  • Video and sound settings, tavern music, radios, and an unlockable bard.
Alpha 0.0.2 · July 11, 2026

The inn starts to come alive

The gameplay foundation expands with production, customers, and a first economy.

  • A farmable garden, water, woodcutting, and respawning resources.
  • Kitchen, prep counter, initial recipes, and customer orders.
  • Selectable characters, gold and silver, and the merchant's first upgrades.
Alpha 0.0.1 · July 7, 2026

First playable inn

The first public prototype: a small inn, a garden, and the core work loop.

  • Top-down map, movement, collisions, and character selection.
  • Inventory, potato gathering, trees, and basic cooking.
  • First customer, action progress bar, and an initial day-night cycle.
Rawbytes presents

Private alpha test

Enter your invitation code to download the current Windows build.